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The best guide on how to play Zeraora in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, how to get Zeraora, and more!
List of Contents
With the release of the mobile version, there is a new mission that will allow you to unlock Zeraora. This mission will require you to play and win 32 UNITE battles to get a free Zeraora License!
If you already have a Zeraora License from playing before the Mobile Release, you will instead be compensated with 8000 Aeos Coins! This is a sweet deal so try finishing this event whether you have Zeraora or not!
Zeraora Move Changes (February 27) | |
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![]() Spark |
• Fixed an issue where standard attack charges would sometimes not trigger after using this move. |
1.3.1.2 | Damage to opposing Pokemon decreased from 2485 to 1975. (-20.5%) |
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1.1.1.4 | Damage dealt to opposing Pokemon decreased from 2819 to 2485 (-12%). |
1.6.1.2 | Move is now learned at Lv. 9 |
1.3.1.7 | Fixed a bug where KO-ing Pokemon will interrupt the move. Camera action adjusted. |
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1.3.1.2 | Bugfix |
1.2.1.3 | Cooldown reduced from 12 to 8. Damage reduction while in Wild Charge effect increased. |
1.1.1.4 | Damage dealt to opposing Pokemon increased from 3068 to 3396 (+11%). Cooldown decreased from 12s to 11s. |
1.2.1.8 | Upgraded Version (+): Fixed a bug that causes more damage that expected when hitting multiple Pokemon. |
1.4.1.2 | Fixed a bug where the increase in the number of attacks due to sparks has been disabled. |
1.3.1.7 | Damage dealt to opposing Pokemon decreased 1545 → 1230 (-23%) |
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1.3.1.2 | Adjusted controls. |
1.2.1.3 | Time in between cast lengthened! Spark Auto attacks now count towards Wild Charge bonus hits. |
1.1.1.4 | Bug Fixes |
1.9.1.2 | Fixed an issue where standard attack charges would sometimes not trigger after using this move. |
1.4.1.7 | Damage increased from 1500 to 1883 (+26%). |
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1.2.1.3 | Number of hits reduced, first hit damage increased. Total damage increased from 972 to 1006 (+3.4%) |
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1.3.1.2 | Damage to opposing Pokemon decreased from 3608 to 3024. (-16.9%), Shield effect decreased |
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1.5.1.2 | Shield effect strengthened. |
1.6.1.2 | Damage increased from 3024 to 3232 . Cooldown reduced from 12s to 10s |
1.4.1.2 | Fixed a bug where the effect of Volt Absorb was activated after being KO'd. |
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Zeraora | ||
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Role: Speedster Attack Type: Melee Damage Type: Physical Difficulty: Expert |
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"Zeraora can close the distance between itself and its opponents as fast as lightning, dealing massive amounts of damage all at once." |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Excellent combination of Dash and Attack moves. ✔︎ Has two playstyles depending on enemy team. |
✖︎ Needs to scale to mid-game to shine. ✖︎ Moves take a long time to learn. ✖︎ Can get easily picked off when its momentum gets stopped. |
Zeraora Builds | |
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The Best Build for Zeraora is the one with the gold crown!
Discharge AoE Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +30 Defense: +30 Sp. Def: +30 Attack Speed: +7.50% HP: +210 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • Attack Free Negative Stats: • Sp. Atk • Movement Speed |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build is centered on dashing in and out of fights using Volt Switch and dealing AoE burst damage with Discharge. It is also great for securing grouped Wild Pokemon camps.
Weakness Policy provides decent HP and damage and works well with Volt Absorb since you can squeeze out more damage as you take hits. Muscle Band, on the other hand, is your default damaging item which helps adds more damage to your Standard Attacks. For protection, Focus Band gives Zeraora extra survivability when its HP gets dangerously low.
Potion allows you to stay in the fight for much longer. Since the HP recovery scales with your Pokemon's max HP, the additional HP you get from Weakness Policy works well with the Battle Item.
Your Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 Emblems of any color. Equip Emblems that improve Attack since the build is about enhancing Discharge's damage using multiple sources. You can freely trade Sp. Atk and Movement Speed.
Single Target Burst Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +18 Defense: +30 Sp. Def: +30 HP: +450 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • Attack Free Negative Stats: • Sp. Atk • Movement Speed |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This is a single-target-focused build that offers a blend of offense and defense to pick off single targets. It can be used in lanes or the jungle. Your core gameplay is about targeting easy matchups or isolated enemies using Spark to initiate, then following it up with a Wild Charge to defeat them quickly - or, at least, chip off a large portion of their HP. Remember, Spark can be activated at least three times. Moreover, successfully hitting the target at least once with a Spark attack or a Boosted Attack will increase the number of Wild Charge' hits, so make sure to aim properly to get the most amount of damage!
Attack Weight maximizes the damage you can deal with your combos, especially when fully stacked. Focus Band gives extra sturdiness while you maneuver around the target to set up a full Wild Charge. Lastly, a Buddy Barrier provides a big HP boost, and a survivability tool when using Plasma Gale.
X Attack further amplifies your damage output, allowing you to take out targets faster. Alternatively, if you want more survivability, equip a Potion instead, which enables you to quickly heal as you go around slashing opponents. It also works well with Buddy Barrier since the healing depends on your max HP.
Your Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 Emblems of any color. Equip Emblems that improve Attack since you need to deal as much damage as you can using Wild Charge. You can freely trade Sp. Atk and Movement Speed.
Full Damage Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Attack: +48 Critical-Hit Rate: +2.10% Attack Speed: +7.50% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Attack Free Negative Stats: • Sp. Atk • Movement Speed |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This is all-in damage that focuses on dealing damage across an area with Spark while Discharge is active. Since you won't have any defensive items, you will rely on Spark's dashes to maneuver around fights and dodge attacks. When running this build, it is important that you take the jungle path so that you can get to higher levels quicker.
Attack Weight increases Zeraora's attack stat every time you score a goal. Since you do not have a Score Shield to protect you from getting interrupted, you will have to rely on Spark's dashes to go in and out of goal zones. Try to score small amounts of points for a faster charge speed. Muscle Band increases Zeraora's Standard Attack damage, which will pile up as you slash opponents while jumping. Razor Claw also increases Zeraora's damage but decreases the movement speed of opposing Pokemon each time a move hits.
Eject Button Provides Zeraora with additional mobility to reposition itself. It is also great for disengaging from losing fights.
Your Boost Emblem loadout should consist of 6 Brown Emblems for maximum damage and 4 White Emblems for extra HP. Equip Emblems that improve Attack. You can freely trade-off Sp. Atk. for more HP.
Item | Explanation |
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Attack Weight increases Zeraora's Attack stat for each goal scored. This allows it to further amplify Zeraora's damage output. |
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Score Shield protects Zeraora from getting interrupted while scoring goals. It is especially helpful for stacking bonuses from scoring related items. |
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Buddy Barrier increases Zeraora's survivability and gives it a decent amount of shields after using its unite move. |
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Scope Lens increases the rate and damage of Zeraora's critical hits. The item works well with Zeraora's passive ability as it can deal bonus damage when it lands a critical hit. |
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Muscle Band provides bonus damage for Zeraora's Standard Attacks. It also increases the Pokemon's attack speed, allowing it to get hits faster. |
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Razor Claw increases Zeraora's Attack and critical hit chance. It also works great with Spark since the time window between each leap is enough time for Razor Claw's damage bonus to cooldown. |
Item | Explanation |
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Eject Button gives Zeraora more reach on top of its excellent assortment of dash moves |
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Battle ItemFluffy Tail is a great item for fast farming to get to your strong moves as fast as possible. It is also helpful for securing objectives. |
Move | Explanation |
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Discharge allows Zeraora to deal continuous damage damage across a wide range. It is great for both pressuring grouped enemies and securing Wild Pokemon. |
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Volt Switch is a quick and easy dash move that allows Zeraora easily engage and disengage from combat. |
Zeraora's move set is all about swooping down on the enemy and depleting their HP in quick succession. Volt Switch is a versatile Dash move that allows Zeraora to easily to go in and out of combat. If you prefer a dash move with more damage output, learn Spark instead. Combining both Spark and Wild Charge gives Zeraora more single target burst as it jumps around from target to target.
Let us know why in the comments!
Jump to Section | |
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When picking path to take at the start of the match, taking the Jungle area is highly recommended. It allows Zeraora to farm Wild Pokemon spawns uncontested so it can get to its strong moves as fast as possible. Thanks to its powerful dash moves, it also opens up strong gank opportunities as the game progresses.
Jungle Guide and Best Junglers
To get the best flow for farming Wild Pokemon in the jungle, Use Slash to cancel Accelgor and Escavalier charge attack while the gauge is filling up to save you time from avoiding it or getting hit.
Slash: Zeraora Move Effect and Cooldown
Zeraora's power spikes are massive when it finally learns its damaging move at level 8. Unless they over extend, make sure to avoid directly fighting opponents and focus on getting EXP to reach higher levels. Doing this will give you access to Zeraora's powerful moveset like Spark and Discharge, which will be extremely powerful as you transition to the mid game. Try to aim for these power spikes before fighting for objectives and joining teamfights.
During the early game, Slash is a strong single target burst move and you are likely stronger than laners due to your solo EXP in the Jungle. Jump in with Agility and quickly follow it up with Slash for a quick burst and possibly a kill.
Zeraora has two playstyles that can change your approach to teamfights. Evaluate the enemy composition first at the start of the game to know the best skill path to take.
The Assassin playstyle excels at dealing heavy damage to a single target before weaving out of the fight. The moves it uses are Spark and Wild Charge. This combination of moves is best used against enemy team comps with low HP Pokemon and is especially good for targeting attackers like Decidueye and Pikachu.
Wild Charge: Zeraora Move Effect and Cooldown
Going for the AOE move Discharge is perfect if the enemy team doesn't have a burst attacker or DPS that will instantly pressure you down after entering the fight. It is also great against a team with several disables as your Discharge still works even when Zeraora is stunned!
Discharge: Zeraora Move Effect and Cooldown
Another good thing to look out for are Boss Pokemon. Use you arsenal of dash moves to get to objectives spawns quickly and initiate the fight. you should have access to Fluffy Tail to make taking objectives like Regieleki or the Regi variants much easier. Overall, it is best that you intitiate the fight to capture objectives as much as possible to convince you team to follow suit.
Objectives Guide (Remoat Island): When to Target Bosses
Zeraora's Dash Moves are not just traversal moves, they can also be used for offensive plays. Volt Switch deals damage when enemies are caught in the path, so using it in melee range can be helpful in a pinch if you need extra damage and attack speed. On the other hand, Spark can hone in on targets if a standard attack is used while in the air. Use this to get in melee and auto attack range with your targets!
Moreover, they have unique synergy with your other moves, enhancing your effectiveness in combat.
Volt Switch and Discharge have an interesting interaction. Since Discharge pulls enemies towards you when it ends, you can use Volt Switch to pull them at a greater distance, allowing you to isolate targets and set up kills. To achieve this, Volt Switch in and use Discharge. With the right timing, use Volt Switch again as Discharge ends to pull enemies towards your initial position. This is a hard trick to pull off, but it's incredibly effective.
Volt Switch: Zeraora Move Effect and Cooldown
You can increase Wild Charge's slashes by 1 each time you use Spark for a total of 6 slashes, dealing more damage and prolonging your untargetable state. Given this, consume all Spark charges first before using Wild Charge for maximum damage.
Although using Volt Switch can also increase the number of slashes, Spark is the best option since it gives more slashes and acts as a better setup to Wild Charge.
Spark: Zeraora Move Effect and Cooldown
Being a Jungler with high mobility, you can invade the enemy central area to get free kills and even steal their camp to deny them EXP! This is especially true when you learn Spark as you are extremely hard to catch, which can make enemy speedsters like Gengar have a hard time catching up to you!
For the best counter-jungle, try to communicate to your team with quick chats that you are infiltrating the enemy's jungle camps so that they can adapt to it by defending goal zones or in near the base for the most value.
When diving a target, don't hesitate to use Plasma Gale to initiate and chip away its HP. You can also use it to secure kills instead since its a Sure-Hit move. For the best value, try to target it on grouped enemies to take advantage of the AoE blast!
Plasma Gale: Zeraora Move Effect and Cooldown
When Plasma Gale hits its target, it leaves a circular electric zone at the target's position. Staying inside this zone increases your basic attack range and damage. You should take advantage of this effect and attack enemies who are inside the zone.
Level | Objectives |
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1 - 5 | • Secure as many Wild Pokemon as you can and get EXP. Avoid any confrontation, unless an opponent overextends. • Steer clear from enemy Attackers as they can easily pressure Zeraora's HP. Use Agility to reposition. |
6 - 7 | • Zeraora's mobility drastically increases once it learns Spark or Volt Switch. Use it to get close to a target and get easy attacks. If you have stacking items like Attack Weight or Aeos Cookie, use the moves to get quick scores. • Help your team secure Regieleki and/or Regice, Registeel, or Regirock. If opponents are present, focus on them first. |
8 - 10 | • Once you reach level 8, you will get access to Zeraora's damaging move upgrade. You can now get aggressive with opponents, but be wary of Zeraora's matchups and pick the right targets to burst down. • The next objective spawns are much easier thanks to the increase in damage output. Rally your teammates to lead the charge towards securing Regieleki and/or Regice, Registeel, or Regirock. |
10+ | • Plasma Gale further increases Zeraora's burst capabilities. Though you can activate it in brawls, it is best to use it during teamfights because of the high AoE damage it gives. • During the final stretch, focus on knocking down opponents instead of Rayquaza, preferably enemy Attackers or Supporters. This way, you can cripple the opposing team for an easy Rayquaza secure. |
Level | Objectives |
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1 - 5 | • Clear the first wave of jungle camps and level up to level 5. Use Agility to cover more ground. Then, transition to the lane that is closest to you. • Hide in the tall grass and wait for the opposing team to over extend. Quickly get into position with Agility then immediately follow it up with a Slash for a surprise attack. However, when the gank fails, do not chase targets towards goal zones. • Help the lane secure the Altaria and Swablus. • If the opportunity presents itself, score your accumulated Aeos Energy. |
6 - 9 | • Clear the second wave of jungle camps to reach level 8 and get both of your primary moveset. • Transition back to a lane and help secure its respective objective. • Seek out and knock down easy targets like enemy Attackers or Supporters. |
10+ | • Plasma Gale further increases Zeraora's burst capabilities. Though you can activate it in brawls, it is best to use it during teamfights because of the high AoE damage it gives. • During the final stretch, focus on knocking down opponents instead of Rayquaza. |
Quick Slash Combo | |
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This is Zeraora's bread and butter combo for clearing jungle camps as well as ganking lanes. Agility allows Zeraora to position near his targets and Slash damages and knocks the target up. If followed up, this can easily result in a kill in the early game. |
Assassin Combo | |
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This is your main assassination combo. Spark gives Zeraora great mobility, which you can use to get quick hits and pressure a target. Once you get a couple of attacks in, activate Wild Charge before the target can respond. If done correctly, Wild Charge can deal a barrage of damage to a target while making Zeraora invincible for much longer. |
Discharge Pull Combo | |
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This combo needs good timing and may need a bit of practice to get use to. Volt Switch is a double reposition ability that can make you jump on a location then return to your previous location when used again. Once you get close to the target with the move, activate Discharge and continusly deal Standard Attack damage to start the combo. You need to time your boosted attack to land before Discharge explodes before activating Volt Switch again. If timed correctly, you will be able to pull enemies with you when you go back to your previous position. |
Ultimate Plasma Gale Burst Combo | |
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This is a quick in and out, burst combo great for hectic team fights where enemies are grouped. Start by moving around the battlefield and deal quick damage, alternating between Spark and Standard Attacks. Before activating Wild Charge, use Plasma Gale for wide AoE damage. You can then activate Wild Charge targeting a low HP target so you can alternate between enemies. |
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Matchup Notes | ||
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1. The chart is based on our own experience playing Zeraora. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Zeraora is at its best when you get to attack every chance you get. It will be trouble when your opponents manage to stop your momentum. It also does not help if the target has high Endurance, which takes a lot of precious time away from Zeraora.
Pokemon | Explanation |
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Rating: ★★★★★
• Can disrupt Zeraora's momentum with Hydro Pump. • Rapid Spin and Surf can pressure Zeraora's HP while also disabling it. |
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Rating: ★★★★★
• Innately high Defense stat. • Will take too long to beat, especially after a Power Nap • Can stop you in your tracks with Heavy Slam and leaves you wide open for attacks. |
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Rating: ★★★★
• Leaves Zeraora with less than half of its health when hit by Urshifu's charged Wicked Blow move. • Has no way out when cornered by Urshifu's combos. • Can catch up with Zeraora using Surging Strikes or stun with Throat Chop. |
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Rating: ★★★
• Can block Zeraora's attacks with Wide Guard while generating an advantage through its Boosted Attacks. |
When fighting even matchups, it is best to make the most out of Zeraora's moves by gaining ground with Volt Switch or Spark First before you commit to engaging. Note that Zeraora's whole kit has a long cooldown, so missing a move will most likely result in a loss.
Pokemon with Burst Moves |
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How to Beat |
• It will take a combination of skill and timing to outpace your fellow Speedsters. The best approach is to simply get the first strike on them so they will scramble and use their dash moves defensively. • Fight close to an allied Goal Zone or with teammates nearby. • Wild Charge gives you a moment of invulnerability. Use it to evade their initial burst moves. |
Pokemon that can Overpower Zeraora |
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How to Beat |
• Reach at least level 8 to get to your Wild Charge or Discharge move before looking to fight these Pokemon. • These Pokemon have decent evasion and stun moves that can leave you in an awkward situation when you miss your shot. Try to maneuver around them with Spark or Volt Switch and wait for them to use up their dash move. • It is best to face these Pokemon 1 on 1 to get a better chance of winning the fight. |
Pokemon with Ranged Attacks |
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How to Beat |
• Close the gap between you and these Pokemon with Spark or Volt Switch. It is best to land the move right on their position so you can deal damage. Additionally, use your dash moves to evade their setups and combos. • It is best to fight these Pokemon with surprise attacks from hiding in Tall Grass so they won't have time to aim their moves properly. |
Pokemon with High Defense |
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How to Beat |
• Since these Pokemon have a lot of crowd control moves and are generally hard to take down, it will be best to pair up with an ally to get extra help. When their HP gets low enough, deliver the killing blow. |
You will want to target low HP Pokemon for easy knockdowns. Make sure you keep the pressure on when you engage and avoid retreating from the fight so they won't get a chance to counter.
Pokemon with Low HP |
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• Because of their low HP, most Attacker Pokemon are easy targets for Zeraora. Even a normal activation of Wild Charge will be enough to pressure them to fight defensively. • Evade their ranged moves with Spark or Volt Switch. You can also use the moves to get closer to them. |
Pokemon with Slow Early Game |
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• Disrupt their weak early game by disrupting their farming with your Agility + Slash combo and get easy knock downs. • Discharge can provide you shields when getting in a brawl with these Pokemon. Combine that with a Spark to make yourself a hard target to hit. |
Can't Chase Zeraora |
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• When faced with these Pokemon during a team fight, it is best to quickly dispose of them first to cut off the opposing team's support. Since these Pokemon can produce shields, it will be best to use Wild Charge to push through the damage. |
Pokemon | Explanation |
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Disablers |
Pokemon with disabling moves can help Zeraora become a more effective assassin. Their AoE disabling moves like Thunderbolt and Sing are a great way to set up Discharge, keeping enemies in place for its duration and ensuring the move deals maximum damage. On the other hand, a move like Slowbeam can isolate any target and allow Zeraora to shred it using Wild Charge. | |
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Frontliners |
Although Zeraora can charge the frontlines, it can only do so if it's generally safe to dash in. This is where frontliners come in. They can give Zeraora room to safely dash in and out of the frontlines by taking the enemy's attention away from the Pokemon and direct it towards themselves. They can also use moves like Heavy Slam and Confusion to set up Zeraora's combos. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
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Move Type: Dash Damage Type: Status Cooldown: 6s |
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Has the user perform a quick dash and increases the user's basic attack speed for a short time afterward. | |
![]() (Lv. 6) Upgrade Lv. 12 |
Move Type: Dash Damage Type: Physical Cooldown: 10s Total Damage: 657 / 1230 |
Has the user charge in the designated direction. If this move hits an opposing Pokemon, the user unleashes a combo attack that also deals a set amount of damage to itself. If the user hits an opposing Pokemon with Volt Switch, Spark, or a boosted attack before using this move, the number of attacks in this combo is increased. Upgrade: This move also deals damage to nearby opposing Pokemon when it hits. | |
![]() (Lv. 6) Upgrade Lv. 12 |
Move Type: Dash Damage Type: Physical Cooldown: 8s Total Damage: 908 / 1883 |
Has the user perform a high-speed dash, dealing damage to any opposing Pokemon it hits and increasing the user's basic attack speed for a short time. Using this move within a set period of time will allow the user to immediately dash back to where it originally used the move. Upgrade: Increase this move's damage and further increases basic attack speed. |
![]() (Lv. 1 or 3) |
Move Type: Melee Damage Type: Physical Cooldown: 8.5s Total Damage: 903 / 1275 |
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Has the user pounce at an opposing Pokemon and attack with sharp claws. This move's final attack throws opposing Pokemon. | |
![]() (Lv. 8) Upgrade Lv. 14 |
Move Type: Melee Damage Type: Physical Cooldown: 9s Total Damage: 2198 / 3396 |
Lunge in a chosen direction. If this Move hits a Pokemon, the user becomes untargetable and unleashes a series of hits at the target, dealing heavy damage but also dealing some damage to itself. Using Volt Switch, Spark, or a boosted attack before using this Move increases the number of hits made by this Move. Upgrade: This Move also deals damage to enemies around the main target when it hits. |
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![]() (Lv. 8) Upgrade Lv. 14 |
Move Type: Melee Damage Type: Physical Cooldown: 12s Total Damage: 2049 / 3232 |
Releases an electrical discharge, dealing damage to nearby opposing Pokemon and granting the user a shield when it hits. If this move hits opposing Pokemon that are paralyzed, it pulls them in towards the user once the move ends, dealing damage to them once again and leaving them unable to act. Upgrade: Also decreases the movement speed of opposing Pokemon for a short time when this move hits. |
![]() (Lv. 9) |
Move Type: Sure Hit Damage Type: Physical Cooldown: 112s Total Damage: 1423 / 1975 |
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Unleashes a blast of lightning, dealing damage to opposing Pokemon in the area of effect and throwing them. This also creates a zone of plasma that paralyzes opposing Pokemon caught inside it and increases the user's basic attack range and dealt while the user is inside it.
After using Plasma Gale, the Pokemon gains the following buff(s) for a few seconds: Shield granted. Movement Speed and Standard Attack Speed increased for a short time. Move cooldowns reduced. |
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Every third attack becomes boosted, dealing more damage, paralyzing the target and restores some of Zeraora's HP. |
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![]() The Pokemon gains an electric charge whenever it receives damage, converting a portion of that damage into additional Attack. |
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![]() This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
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1 | 3002 | 60 | 40 | 159 |
2 | 3120 | 69 | 46 | 176 |
3 | 3250 | 78 | 52 | 195 |
4 | 3393 | 88 | 59 | 216 |
5 | 3550 | 99 | 67 | 239 |
6 | 3723 | 112 | 75 | 265 |
7 | 3913 | 126 | 84 | 293 |
8 | 4122 | 141 | 94 | 324 |
9 | 4353 | 158 | 105 | 358 |
10 | 4607 | 176 | 117 | 396 |
11 | 4887 | 196 | 131 | 437 |
12 | 5195 | 218 | 146 | 483 |
13 | 5534 | 243 | 162 | 533 |
14 | 5908 | 270 | 180 | 588 |
15 | 6319 | 300 | 200 | 649 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Zirco Trading:
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Zirco Trading:
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Event:
Season 5 Battle Pass |
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Zirco Trading:
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Upcoming Pokemon | |
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![]() June 08, 2023 |
![]() July 2023 |
All data is based on Season 11 Master Rank Top 100. Last Updated: May 30, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
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22% | 75% |
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17% | 73% |
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12% | 78% |
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8% | 75% |
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8% | 73% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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Zeraora Guide: Builds and Best Items
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